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Alessandro

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Everything posted by Alessandro

  1. Hello, this topic is so interesting! In the meantime, can you give me a link how to read how I can do a GUI system with the current tools? Menu, HUD, etc... Thank you!!
  2. Wow! I'm very happy! I came back from holidays just now, and I found this great news! I think this will be a good promising year for us ;-)
  3. I wish plugins system. As other people said, Unity IDE is so much appreciated since it has a great plugin system. This will even create a new market, since some people create custom plugins, and everyone gains something: 1) LE users gain more functionalities\ 2)plugin developers gain some money :-) Furthermore, Josh, since you already created an asset store (great job!), I think we could add also an area for plugins (Unity3D and its "Unite" area docet).
  4. Thank you for update. But since I'm spending my holidays :-) please can I read somewhere which enhancements are inside the new version? (I cannot download it since could be too expensive for my smartphone contract :-) Thank you!
  5. Currently, you are the only developer? Did you make something in C/C++ or you work in Blitzmax only (or mainly)?
  6. Hello, I wanted to make my game using LUA, but if I need more power or I need to recall external dll, etc... I wanted to make some Blitzmax functions. Is there any way to make, for example, a custom blitzmax functions (not built-in the engine, but made by me), then recall it from a LUA script? Thank you for your help!
  7. Fully agree with you. The problem is several people are not companies (they can pay 100$ or 500$ or 1000$... ). Single developers (or small team) cannot spend too much (3d engine, 3d modeler, buy some textures or other models, etc...). So I wish to spend 500$ but I can't. I used UNity free edition, but features are really limited (no shadows!!! in free ed). What I want to say is: please don't forget that even small team can achieve great results. So please help them with an affordable license. For example (I found other engines with this concept): I pay 200$ but I can publish only a game. Or other licenses like UDK. I know you are not a giant company like Unity, so it' s a pleasure for me that I can talk with you and not with a "commercial support". So I can ask you to help small teams, or "poor" guys. Help them (and me :-) ) to unveil their talent :-)
  8. I missed this discussion (red it only now). It is interesting. I think the key will be the price. There are now, in the market, two prices for engines: 1) "low cost" (even if engine is good). 100->250 euro. Good engines, but missing (or primitive) of some key tools (material editor, world editor, etc...). Or not cross platform. 2) Unity engine, in my opinion (I used Unity for some time, and even completed a game: http://www.massivecreek.com/home) , but the engine self is missing of many features (no LOD, real-time shadows are not so... good, missing HUGE terrain support, etc...) But Unity has an un beatable IDE: flexible, works well, customizable, etc... (Win & Mac).
  9. Great! It worked! I didn't create LUA files! Thank you! (thumb up for you :-)
  10. Hello, I made a big rock model, and using phygen.exe I generated a hull-physics model *.phy. The problem is th editor tell me my rock has physics (activating debug for physics the model seems correct), but I have no collision with OILDRUM (built-in model in LE) and no collision with FPS playern (using "fpscontroller.lua"). I even tried to load the moel using LoadModel from LUA, but I have no collision, no interaction. WEhat's wrong? Please help me! Thank you! EDIT: It seems th model loaded in the editor does not contain any property (properties window is empty).
  11. Hello, I'm working again with LE after some time. Please consider I'm a programmer, so I'm so very expert in 3D modeling! I'm making some tests, so I made a simple cube in AC3D. Now I applied a texture (in AC3D) and exported as *.obj. I used DDS texture (so no conversion is needed). My problem is how to apply a second texture for normal mapping. I know I can use Map Editor, bu the problem is, in that case, I cannot set tiling. In fact, in my final test, my cue is mapped using a repeated texture (tile). I made the tiling usng AC3D, but I cannot understand how to do the same for the second texture. Can you help me to better understand the final workflow? And... how can I apply tiling to a texture used in material editor? Have you any suggestion / workflow how to proceed (please give me hints, since I'm not so expert!)? Thank you for your help!
  12. a lot of people don't know what they say! Many languages offer similar features but, generally speaking, programming languages have different targets, and oriented to solve a specific domain of problems. Ok, some people "love" some languages and "hate" other ones, but no one can say that application domain for "C" (or C++) is the same of python, ADA, Lisp/Scheme, assembler, PHP, etc... (I did not mention C# and Java just to avoid a flame )
  13. Thank you, this is a good news. Have you any plans/roadmap about it? LE 3.0? 3.5? or.... ?
  14. Helllo Josh, I see ok, but I was talking about another topic... see here: http://leadwerks.com/werkspace/index.php?/topic/2828-add-more-vehicle-functions/page__pid__26750#entry26750
  15. I understand what you say but, for example, some people (including myself) are asking from several days a feedback about vehicles enhancement: not a feature for me, but a BIG improvement requested by many people. And it is not for my game only (I didn't ask to implement a specific vehicle), but a generic feature that now exists in almost good game engine. Ok... Josh never gave us any feedback, no comment, no info, nothing... :-( This is an example what I mean.
  16. Yes, plugin system could be good for indie, so everyone could spend money only for really required features! I don't remember LE license agreement, but sometimes companies offer techical support, and sometimes they offer the possibility to request specific features.
  17. I'm sorry, but I don't agree with you. In fact when I paid money for LE, I didn't expect I had to "convince" engine developers (Leadwerks) about my project features. I simply expect that, even if I haven't any official agreement with LE for official support/assistance, I think they could listen to the customers (you, me, etc....) when many people ask for a feature, and I don't expect that he says something like "you don't need this feature"! LOL I decide which features are required for my project. Me and other involved people the project self. I think I can follow your concept only if, LE, will officially help me to support/develop the project. But this is not the agreement I made with LE when I bought this engine.
  18. I agree with @Davaris. This is a problem I red in other blogs talking about LE. And this is the problem I'm finding about vehicles (no good functions for vehicle fine-tune, and no realisti behavior, but it seems that neither Josh or other LE responsible says anything about this: no comment, no discussion; many people talk about vehicle lack of functionalities, but it seems LE does not consider this). I think, in this case, I can understand Josh only if his comment was concerning the priority for new feature implementation: obviously, we cannot expect to see EVERYTHING in LE 3, but I think if lip sync is a priority for LE customers, that functionality should be inserted in LE roadmap. Can I see a LE 3 roadmap? I don't think it is a good answer saying Josh implements functionalities of only "big studios". I can understand that, maybe, a big studio (which supply a lot of money to LE ;-) ) could get the priority for its requests, but I cannot hear that I can get a specific functionality will be implemented only if a big company will ask this. In fact, in this case, it seems my opinion/comment/request has no importance for LE company.
  19. yes, I like this engine, but I think realistic vehicles are really useful, since they embrace a good part of today games!
  20. No, I tried it, but applying negative forces they decrease car speed, then it will start to go in inverse. It is logical: if apply a negative force to the tires, they rotate in the opposite direction. You can try it by yourself. I used a different approach (not perfect, but it works). 1) I apply opposite force until the speed is very low(I calculate vehicle speed by adding all velocity components x,y,z). 2) when the speed is very low, then I apply a big DUMPING force (like a friction) and the car start stopping really.
  21. Hello, I think basic vehicle is nice, but it definitively needs more functions. They are useful even to be able to create really different vehicles. Without a proper fine-tuning, we risk that every vehicle will have the same behavior of any other one. It is hard to create two different cars if one cannot manage MANY car parameters. One thing more: when a vehicle is created, I cannot find a way to change certain parameters (like suspension height). It means if I want to let the player change some car characteristics, I'm obliged to destroy then recreate the vehicle self every time! If this basic vehicle cannot be extended any more, then please implement a vehicle using Newton, or another physics engine like PhysX or Bullet. Other engines already have good vehicle implementations (e.g. 3DGS and Unity). I know them, since I used both For me, a good vehicle management is a key-feature, since my game is based on vehicles! Thank you!
  22. I tried to insert his name in the post, in order to "attract" his attention, but I didn't get success :-(
  23. I will try to send him an email. In fact basic vehicle is nice and lighter than a full newton based one (in terms of cpu resources). SO if he could insert some other functions like "friction", "setTorqueForce", "setWheelMass", "setVehiclePivot" one could really make a more realistic one (and one can create several vehicles with different characteristics for each one). Thank you.
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